Doing the Monster Math for the original MM

I do love that progression from 1d10+5 to 2d10+7 to 3d10+11 it's done... and note that its modifier for str for damage purposes would be "+5". The +11 may have something to do with its Str, but it's just as likely not connected. It deals 3d10+11 because that results in (13+8)*1.25 damage, which is the appropriate damage for a brute of that level under the new math.
 

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I do love that progression from 1d10+5 to 2d10+7 to 3d10+11 it's done... and note that its modifier for str for damage purposes would be "+5". The +11 may have something to do with its Str, but it's just as likely not connected. It deals 3d10+11 because that results in (13+8)*1.25 damage, which is the appropriate damage for a brute of that level under the new math.

Thank you. What I fail to grasp is this...
(13+8)*1.25 = 26. That part I was able to figure from MM3 on a biz card (which is very handy)

3d10+11 would produce a possible dmg range of 3 - 41

How does 3d10+11 expression result from 26? Is it an average? How do they know to use a d10 rather than a d8 or d12? I just can't seem to make the connection.

Thanks again
 
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3d10+11 would produce a possible dmg range of 3 - 41
No... 14 to 41 :)

How does 3d10+11 expression result from 26? Is it an average? How do they know to use a d10 rather than a d8 or d12? I just can't seem to make the connection.

Thanks again
It's basically your call. High variability means nastier crits but less reliable damage. Low variability means reliable damage, but kinda wussy crits. The formula is only interested in the average damage.

-O
 

Yep, just pick appropriate dice for what you're looking for... want high variability, with occasional low, occasional high, and good crits? Go for it. Want a much more static roll, so you deal with resistance more capably and are less spiky / random... go for that.
 

As well, for humanoid monsters, you may want to use damage dice that reflect the "weapon" that they are using.

For example, if they have a longsword or a spear, use D8s.

Now, your PCs really aren't likely to notice this, but as a DM for some reason it just feels more satisfying.

As well, if you dislike/are missing a type of die, don't use it - for example, I really don't like the D4 (I don't like the "feel" of how it rolls), so if I'm tweaking a monster that uses D4s for damage (there aren't many), chances are I'll revamp the damage to use something else.

But really, its simply a matter of taste and has little effect on the creatures mechanically.
 

Thank you. What I fail to grasp is this...
(13+8)*1.25 = 26. That part I was able to figure from MM3 on a biz card (which is very handy)

3d10+11 would produce a possible dmg range of 3 - 41

How does 3d10+11 expression result from 26? Is it an average? How do they know to use a d10 rather than a d8 or d12? I just can't seem to make the connection.

Thanks again

21x1.25= 26, yup. 3d10+11 average damage is 26.5, near enough.

I think they use d10s because they feel most like being hit by a giant greatclub. :) If I were statting a frost giant I'd use d12s, because frost giants have great axes, great axes do d12s... And when I statted a fire giant he did d10s, because fire giants have greatswords, and...
 


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